SS updates(iirc *ALL* HoT's/DoT's update) with vengeance. What you're seeing as cast it, hit 100k vengeance, only has a 10k shield, is most likely it just not up dating yet. SS is cast on you for 30 seconds, but the shield itself only goes up every 6 seconds. So if you 100k vengeance but the shield hasn't pop'd up yet, you'll only have the crap shield Vs. the urber shield.

I'm 99% sure about this, I've never had to up date mine to gain the extra shielding(I clip it by a few seconds if that's how my GCDs line up) I see it change from 12k to 50k-80k all the time without a recast.

I've not tested it myself but the last time I saw any theory crafting on it, it only updated the size of the bubble on recast.viewtopic.php?f=47&t=32812&start=1170 some posts about it there.Unfortunately I don't know how to get an addon to show what you want, i'm sure weak auras can be made to do it if you know how to do the fancy lua coding which I don't :/

Daishan"I'll be more enthusiastic about encouraging thinking outside the box when there's evidence of any thinking going on inside it." -- Terry Pratchett

The only problem I have now is that the string is killing my frame rates and I have no idea why, (I'm running on a 3 month old Alienware PC) I'm therefore convinced there's something wrong with how it's been put together, in my ignorance though, I'm not sure exactly how to diagnose the problem.

I was wondering if any of you Weak-Aura genius's, with a bit of extra time/patience would be able to point out the flaws in the setup?

@Crumple: I checked that linked string yesterday as I am in the process of reworking/refining my own UI and I seen potential in it. There is bunch of programming bugs (comparing logic values with numbers, wrong readout of shield strength and so on) and some computations are hard to follow (as of I think they might be wrong). It might be you have some addon that prevents lua-error messages so you missed WoW-client's complaining on some lua-error in endless loop. I would guess that was killing your frame rate.

Why I said I see a potential in it and was not astonished by the design in the first line? I think it is too complicated and there is too much info to process. I was experimenting as well with Theck strings and I like some of it, but not all. Theck admited in another thread that his uptime on Sacred Shield is not perfect either and he blames partially his Weak Auras setup for it. My own first dirty solution for Sacred Shield recast and Vengeance/AP tracking was horrible too, so I redone it totally yesterday. What works for me does not need to work for you though!

Green Shield = Grow IndicatorYour next cast of Sacred Shield will make it stronger as what you have now. If you do not have Sacred Shield up, this condition is fulfilled too.

Double Green shield = +50% Grow IndicatorIf you see a doubled green shield, your cast of Sacred Shield will make your Sacred Shield stronger by at least 50%. If you do not have Sacred Shield up, this condition is fulfilled too.

Yellow Bouncing Shield + Blip Sound = Recast AlarmOnly happens in combat. Your Sacred Shield will run out in less as 8 seconds or is not present at all! If you hear Blip sound, simply recast Sacred Shield.

Red Shield + Sonar Sound = Shield Auras Down AlarmOnly happens in combat. You have no effective Sacred Shield (6s long bubble only) nor Shield of the Righteous (3s aura) up. You do not need to watch much some indicators anymore. In the moment you hear Sonar ping, you know you gotta either pop Shield of the Righteous straight away (Theck's SotR Spam Queue model) or you wait the next hit and if red shield is still up, you pop Sield of the Righteous after (Theck's 1-Attack Shifting Queue model).

I tested it in a limited way on target dummy (cancelling and recasting BoK for small AP increase and having trinket pop extra strength for big AP boost), but it should work with Vengeance and any other AP boost as well as I work consequently with UnitAttackPower(). Give echo if you find some problem.

pvita wrote:@Crumple: I checked that linked string yesterday as I am in the process of reworking/refining my own UI and I seen potential in it. There is bunch of programming bugs (comparing logic values with numbers, wrong readout of shield strength and so on) and some computations are hard to follow (as of I think they might be wrong). It might be you have some addon that prevents lua-error messages so you missed WoW-client's complaining on some lua-error in endless loop. I would guess that was killing your frame rate.

Why I said I see a potential in it and was not astonished by the design in the first line? I think it is too complicated and there is too much info to process. I was experimenting as well with Theck strings and I like some of it, but not all. Theck admited in another thread that his uptime on Sacred Shield is not perfect either and he blames partially his Weak Auras setup for it. My own first dirty solution for Sacred Shield recast and Vengeance/AP tracking was horrible too, so I redone it totally yesterday. What works for me does not need to work for you though!

Green Shield = Grow IndicatorYour next cast of Sacred Shield will make it stronger as what you have now. If you do not have Sacred Shield up, this condition is fulfilled too.

Double Green shield = +50% Grow IndicatorIf you see a doubled green shield, your cast of Sacred Shield will make your Sacred Shield stronger by at least 50%. If you do not have Sacred Shield up, this condition is fulfilled too.

Yellow Bouncing Shield + Blip Sound = Recast AlarmOnly happens in combat. Your Sacred Shield will run out in less as 8 seconds or is not present at all! If you hear Blip sound, simply recast Sacred Shield.

Red Shield + Sonar Sound = Shield Auras Down AlarmOnly happens in combat. You have no effective Sacred Shield (6s long bubble only) nor Shield of the Righteous (3s aura) up. You do not need to watch much some indicators anymore. In the moment you hear Sonar ping, you know you gotta either pop Shield of the Righteous straight away (Theck's SotR Spam Queue model) or you wait the next hit and if red shield is still up, you pop Sield of the Righteous after (Theck's 1-Attack Shifting Queue model).

I tested it in a limited way on target dummy (cancelling and recasting BoK for small AP increase and having trinket pop extra strength for big AP boost), but it should work with Vengeance and any other AP boost as well as I work consequently with UnitAttackPower(). Give echo if you find some problem.

awesome, thanks for this! mostly worked for me, i just added a filter to the SS Refresh to also check the spellID was 20925 (aka the 30s SS buff, not the absorb bubble). if you want, you can find the modification at http://pastebin.com/pPWteL4T

I was testing that version too. If my long (30s) Sacred Shield runs out 8s before, I have 2s recast window to have continuity on the small buff (6s). If I prioritise other spell, I still want to have that refresh shield plopping around when only short buff shield is up. I double checked what happens after refresh. If I refreshed with long buff, it just prolonged its time and was catching long buff immediately again. If I let long buff run out and refreshed with short buff up, the new long buff was caught straight away ignoring the short buff. I think it could be connected to short buff having higher SpellID value (65148) as long buff (20925). So I simplified code to avoid differencing between then when it seemed not to be needed.

just did some testing with SS, and it seems the first shield is generated 1 tick after you cast SS, while the last one is generated the second SS falls of. thus the ideal times to recast SS would be multiples of the tick duration (including 0), everything else makes SS worse. thus i think it is warranted to just track the main SS spell for refresh-purposes, as any shield you still have on yourself after it fell of will likely be consumed before the new SS generates its first shield.

I was checking it and figured it out I think. The problem is not in SpellID, but hidden in the events that force SS Refresh. Now it is being evaluated only when aura change happens--some buff fades out or in. So that custom trigger fires up, in your example, at 14:50:25.981... There during refreshment it finds out that it is less as 8s till end... 5s effectively. So to be sure one gets the update earlier, it either would have to be (5+6)s or some other trigger to check will be added, for example UNIT_MANA. That one should be changing whole time...

pvita wrote:I was checking it and figured it out I think. The problem is not in SpellID, but hidden in the events that force SS Refresh. Now it is being evaluated only when aura change happens--some buff fades out or in. So that custom trigger fires up, in your example, at 14:50:25.981... There during refreshment it finds out that it is less as 8s till end... 5s effectively. So to be sure one gets the update earlier, it either would have to be (5+6)s or some other trigger to check will be added, for example UNIT_MANA. That one should be changing whole time...

if in doubt, just event type to "status", change "check on ..." to every frame. that should cover all update frequency issues you can ever have